Divinity: Original Sin 2
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Willowblade

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Willowblade

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28 comments

  1. KoteBegemote
    KoteBegemote
    • member
    • 16 kudos
    A great mod, but there is one big but. You use the Object.txt and SkillData.txt files, which use many other mods, instead of editing only those values that are associated with skills books, you took the entire file with a ton of everything superfluous. Because of this, there will inevitably be many conflicts. Can you remake this?
    1. KoteBegemote
      KoteBegemote
      • member
      • 16 kudos
      Well, okay, I remade your mod in the right way, and now it almost does not have to conflict with anything, and the game load time will be much faster. If you want, I can provide this version, so that you can add it in the optional files section.
    2. snowwolf163
      snowwolf163
      • supporter
      • 1 kudos
      Can you share the file with me please?
    3. KoteBegemote
      KoteBegemote
      • member
      • 16 kudos
      Sometimes I get a message asking to share my edited version of the mod. So, those who need it can get it here http://www.mediafire.com/file/16np3ydny5jnstw/Early%20Skillbooks%20Unlock%20v0.1-Edited%20Version.rar
    4. vpagliarini
      vpagliarini
      • supporter
      • 4 kudos
      thanks!
  2. ferkin
    ferkin
    • member
    • 0 kudos
    edit: nvm I figured it out, i'm an idiot.
  3. blackdahlia2
    blackdahlia2
    • member
    • 0 kudos
    this mod very very nice, but not for all, like phoenix dive, summon slug for skill source point , and other i forget, but thanks for start game many skill i have .
    1. refusedzero
      refusedzero
      • supporter
      • 60 kudos
      Me too. It works with some vendors/classes but not for others. Still a rad mod.
  4. jessen123
    jessen123
    • member
    • 1 kudos
    I noticed you missed the skill Apportation among the books.
  5. pyrefire
    pyrefire
    • member
    • 0 kudos
    First thank you, great mod!

    However, the mod perform something else than described.

    It removes the level cap of every vendor, however, without changing the total available book of the vendor.
    1. aeynia
      aeynia
      • supporter
      • 0 kudos
      From the FAQ

      The vendor doesn't show all the skillbooks in the game!
      Indeed, he picks his number from all the books available. This keeps it kinda balanced and fun, from my perspective. I'll publish a mod that does this later.
  6. Cronstintein
    Cronstintein
    • member
    • 1 kudos
    Huh, this format seems odd. Check your "C:\Users\USERNAME\ Documents\Larian Studios\ Divinity Original Sin 2\Local Mods" folder and see if there's a .pak file for this mod after you published it locally in the editor. That should be the only file you need to upload.
  7. pequenovitor
    pequenovitor
    • supporter
    • 7 kudos
    Willowblade, great job, but let me ask you! Any chance you could make a version where there are no amount restrictions on skillbooks. That is: that they all appear for respective vendors? Thanks! I've been looking through the text files but I just can't make heads or tails of it.
    1. Willowblade
      Willowblade
      • member
      • 0 kudos
      Hey man, thanks for the kind words.

      You have to edit the TreasureTable.txt file. Search for the TraderSkill entry and where it says 50,1, change this to something like 200,1. You can also copy every single skillbook into this entry, eg the SkillbookFireTrainer entry to see how this is done, but that'd be cumbersome compared to just setting the amount of books the trader has.
    2. pequenovitor
      pequenovitor
      • supporter
      • 7 kudos
      Tell me: what is the logic behind this sequence: "50,1" vs. "200,1". There aren't 50 books in the vendor, what's happening here?

      EDIT: confirmed, changing it to 200 does nothing. What gives?
  8. mastara2012
    mastara2012
    • member
    • 8 kudos
    Dont put "Mods" and "Projects" folders into your Data Folder. Only put "Public" into the Data folder.
    Like this you will have achievements ON.
    If you put Mods and Projects folder and then tick the mod ingame , it will turn off achievements.
  9. User_2891140
    User_2891140
    • account closed
    • 0 kudos
    Doesn't work for me, am I suppose to use it on the new save? Also can you tell me which merchant you are talking about.
    1. guffeh
      guffeh
      • supporter
      • 75 kudos
      @WindyWood You can use this on a preexisting save or new game. Make sure it's enabled in the mod add-on section of the main menu.

      If you've already talked to a vendor before enabling this, you'll have to wait for that vendor's inventory to refresh or you can level up to force a refresh.

      The vendors are certain ones that sell skillbook, like Butter by the kitchen/arena area, Kalias in the caverns, etc. you can look them up.
    2. Willowblade
      Willowblade
      • member
      • 0 kudos
      @WindyWood, exactly what guffeh said.

      @guffeh, mind if I copy paste your comment in a FAQ in the description?
    3. guffeh
      guffeh
      • supporter
      • 75 kudos
      @Willowblade Go ahead.
    4. Aonevm
      Aonevm
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      • 0 kudos
      not sure how it's set up but didn't see all spell schools on start island after visiting many vendors.

      maybe someone will just add a vendor for each school to island
  10. LaughingLeader
    LaughingLeader
    • premium
    • 52 kudos
    Trying this out now. Thanks for making this mod!

    I noticed there's a folder called "Stetz" under the public folder - Is that a typo of Stats? Just wondering since they have the same generated data files.
    1. Willowblade
      Willowblade
      • member
      • 0 kudos
      It was my badly named backup of my first batch of changes to the skillbooks :'). Good catch, I'll remove it in a later upload.